Juan Linietsky
2012-11-24 20:50:02 UTC
This is a semi on-top and semi-offtopic question. I can't find much
information on creating pipelines for creating 3D content for large worlds.
I'm finding that artists modelling the "shape" of such words (primitives)
of cities, buildings or even natural places such as canyons or valleys is
doen pretty quickly, they usually do it in a matter of days. Artists
painting texturing and detail to them is also done quickly in nowadays
tools, but the absolute bottleneck is UV mapping.
The guys modeling take a long time uvmapping everything and artists are
often not happy with the resulting UVs. Unwrapping architetural geometry in
most 3D apps produces suboptimal results. There is also the problem of
texture streaming, for which to achieve a good quality, textures should
somehow be split evenly around world areas like quadrants or octants i
think.
I looked into Carmack's megatexturing approach, but it seems too
unnecesarily complex IMO, plus there are no tools available that artists
can use commercially?
So, I'm looking at some intermediate step, where a tool, (or at least an
algorithm), can take a giant world (like a city), untextured and either:
a) Let artists paint directly on it (kind of like ptex?), then flatten and
export to zoned models with textures and uvs.
b) Just slice up the world in zones/octants, generate uniform uvs and
export?
In any case I'm really ignorant on how this works in large scale games, so
hence my question.
Thanks!
Juan Linietsky
information on creating pipelines for creating 3D content for large worlds.
I'm finding that artists modelling the "shape" of such words (primitives)
of cities, buildings or even natural places such as canyons or valleys is
doen pretty quickly, they usually do it in a matter of days. Artists
painting texturing and detail to them is also done quickly in nowadays
tools, but the absolute bottleneck is UV mapping.
The guys modeling take a long time uvmapping everything and artists are
often not happy with the resulting UVs. Unwrapping architetural geometry in
most 3D apps produces suboptimal results. There is also the problem of
texture streaming, for which to achieve a good quality, textures should
somehow be split evenly around world areas like quadrants or octants i
think.
I looked into Carmack's megatexturing approach, but it seems too
unnecesarily complex IMO, plus there are no tools available that artists
can use commercially?
So, I'm looking at some intermediate step, where a tool, (or at least an
algorithm), can take a giant world (like a city), untextured and either:
a) Let artists paint directly on it (kind of like ptex?), then flatten and
export to zoned models with textures and uvs.
b) Just slice up the world in zones/octants, generate uniform uvs and
export?
In any case I'm really ignorant on how this works in large scale games, so
hence my question.
Thanks!
Juan Linietsky